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FM09 Idea - Adding Role Playing Element to Ingame Character
For years, I've always wanted some role playing element in FM. In my long-term games, the only difference between my own ingame character is the reputation. Other than side, the human managers lack any sort of attribute or personality. If one were to start the game with a high reputation, there would not be any difference between his first season and his 20th.
Now, one could argue that your own playing style is the personality. While this is true, there are many things in the game that are not affected by playing style. For example, when I encourage players at halftime, I have no attribute that dictates the effectiveness. The same goes for transfer and contract negotiations. I would like to think that my ingame personality would be more shrewd and convincing as he gains more experience. Other areas are training, consistency, player interaction, etc...
In some other sports management games, there are attributes for the human manager themselves. One gets to start the game by assigning points to each of the attributes. This could become a sort of difficulty level. As for personal development, I had two ideas.
-As seasons go by, the manager gets additional attribute points. Perhaps the amount of points can be influenced by the quality of the season. Winning the league with Derby would net a good amount of points, but being relegated with Milan would give out no points.
-You get to "buy" attribute points with your salary. This would actually encourage managers to leave their team to coach a lower presitge team offering a better wage (a la Juande Ramos). It would also bring a purpose to negotiating for a higher wage.
As for the attributes themselves, I have a couple of ideas:
Man management - Interact better with players. If a player complains, you can tell them to shut up without them demanding for a transfer. Players will be generally be happier.
Motivation - Team talks work better. Players have a slight edge in the match engine.
Discipline - Players are less likely to miss training, argue about contracts, get red cards for violent conducts, etc...
Training - Training is more effective. Youth will develop slightly faster.
Negotiation - Other side will be willing to accept your offers.
That's all I have right now. Feel free to add in your own thoughts. I would love to see this implemented in FM09. Of course, it could be made optional for those who do not like the idea. But I think it would add a lot of value to long term games.
11-30-2007, 04:44 PM
FM09 Idea - Adding Role Playing Element to Ingame Character Post #2
You assign attributes to yourself. These attributes make your own character more efficient in certain areas of the game. So as you keep on playing, you become a "better" manager.
It's kinda like role-playing. You start off as pretty bad manager, but as the seasons pass, you start becoming better and better.
11-30-2007, 04:48 PM
FM09 Idea - Adding Role Playing Element to Ingame Character Post #4
AI managers do currently have attributes and they do get better with time. Only the human AI lack these attributes. For example, Steve Bruce has 17 for motivation so he gets his players to play better in the 2nd half. But human managers do not have this attribute. How effective are we during team talks?